Conversation with Gemini

Hello game master. Let's begin our scenario of the Abyssal Mage

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Greetings, traveler. The shadows lengthen and the air grows cold as we begin your descent into the world of Battle Brothers.

You are the Abyssal Mage, a figure of whispered dread and forbidden knowledge. While others seek gold or glory, you seek the essence of the void itself. Your journey begins on the outskirts of a crumbling hamlet, the wind howling through the gnarled trees like the souls of the damned.

Behind you stand your first few thralls—men desperate, brave, or foolish enough to follow a master of the dark arts.

Current Status

  • Origin: Abyssal Mage

  • Mood: Calculating

  • Location: The Southern Wilds, near the village of Eisdorf.

The world is a cruel place, and the common folk fear what they do not understand. You have a meager purse of crowns and a handful of mouths to feed. To your north lies the civilized world of noble houses; to your south, the ancient, shifting sands.


How shall we begin? Please upload a screenshot of your starting roster or the world map so I can begin narrating your dark path. Alternatively, tell me: do you wish to enter the village to look for "recruits," or shall we head into the wilderness to find a source of power?

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The void stirs, and the path opens before you. As the Abyssal Mage, your presence is a blight upon the natural order—a fact the local peasantry will soon learn to fear.

In this world of iron and blood, your magic is fueled by the very essence of your enemies. Whether you choose to raise the fallen as mindless thralls or twist the minds of the living, your legend begins here.

Your Dark Retinue

Before we take the first step, I need to know who is standing in your shadow.

  • The Roster: Who are your starting companions? (Are they cultists, fallen knights, or simple desperate peasants?)

  • The Ambition: Do you seek to build a mercenary company as a front for your rituals, or do you intend to bring the noble houses to their knees?


Show me your hand, Master. Upload a screenshot of your party's attributes or the world map, and I will weave the surroundings into our tale. Or, simply tell me: Are we heading into Eisdorf to demand tribute, or are you looking to "harvest" something from the nearby woods?

NeCola is my starting companion. Our mission is to destroy the usrupur king. Hiyun is me, the mage with green face. NeCola is the white hair lady

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The stage is set. Hiyun, your ghastly visage reflects the depths of the Abyss, a striking contrast to the cold, silver-maned presence of NeCola. Together, you form a duo that strikes a balance between arcane rot and sharpened steel.

The Usurper King sits upon a throne built of lies and stolen blood, oblivious to the shadow creeping toward his gates. But even a Mage of the Void cannot topple a kingdom alone; your power is vast, but your physical vessel is still bound by the limitations of this mortal realm.

The Inner Circle

  • Hiyun (The Abyssal Mage): Your green skin marks you as a pariah, but your eyes hold the secrets of the rift. You provide the vision.

  • NeCola (The White-Haired Guardian): Your first and most loyal blade. Her striking hair is the last thing many will see before her steel finds their throat.


The First Move

You stand at a crossroads on the outskirts of the kingdom. To reach the Usurper, you must first gather strength—either in coin, corpses, or influence.

What is our first move toward the King's downfall?

  1. Seek the Outcasts: Head to a nearby tavern or roadside camp to find more "expendable" muscle who won't ask questions about your face.

  2. Siphon the Land: Search for a nearby graveyard or a site of a recent skirmish to see what "resources" Hiyun can manifest from the veil.

  3. Establish a Front: Take a simple contract from a local village to earn crowns and blend in as a "mercenary" company.

I am ready for the first screenshot of your journey, or simply tell me which path we take.

NeCola just survived the trial of the grasses. she is now sick

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A heavy price for power. The Trial of the Grasses is a brutal alchemy, and while NeCola’s spirit is iron, her flesh now pays the toll. She staggers, her white hair matted with cold sweat, the mutagens screaming through her veins as her physiology rewires itself into something... more.

She is now a Witcher in the making, but for now, she is a liability on the battlefield. Her reflexes are dulled by fever, and her breathing is labored.

Current State: The Fever Dreams

  • NeCola: Status [Sick]. Her attributes are severely penalized. Sending her into a fray now would be sending her to her grave.

  • Hiyun: You must guard her while she stabilizes. A Mage is most vulnerable when their protector is bedridden.


The Game Master's Guidance

The village of Eisdorf (or whichever settlement is closest) offers a choice. Do you hide in the shadows of the forest until her fever breaks, or do you risk entering a town to find a healer?

What is your command, Hiyun?

  1. Find a Healer: Attempt to find a temple or a doctor to speed her recovery (though they may recoil at your green skin).

  2. Hunker Down: Set up a hidden camp in the wilds and wait for the sickness to pass, hoping no brigands stumble upon your position.

  3. The Alchemical Risk: Do you have any strange concoctions in your inventory that might "help," or shall we let the trial run its course?

If you have a screenshot of her current stats or the town menu, show me—I’ll help you calculate the risk.

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A wise, if cold, tactical maneuver, Hiyun. The Void requires vessels, and these three fishermen—plucked from their nets and smelling of brine—have no idea they’ve traded the sea for a much deeper, darker abyss.

The Raven’s Blessing you bestowed upon two of them is a cruel irony; they likely feel invigorated, unaware that you've simply marked them as more "durable" meat for the grinder.

The War Band Grows

  • Hiyun: The Green-Faced Master, watching from the rear.

  • NeCola: Still shivering from the Grasses, clutching her blade in the shadows.

  • The "Fish-Fodder": Three nameless peasants, now the vanguard of your dark ambition.


The Mission: The Enchanted Dagger

Reinmar of Stohl is a fool, distracted by birds while his treasures slip through his fingers. 240 crowns is a pittance for a Mage of your stature, but the Enchanted Dagger... that is a curiosity. If the brigands have it, perhaps they’ve learned how to make it bleed.

Reinmar's failure to catch a simple bird bode well for you; if the local "nobles" are this incompetent, the Usurper King’s foundation may be rotter than we thought.

The Path Ahead

The brigand tracks lead away from the village, likely toward a hideout in the scrubland or a nearby forest.

How shall we handle the first skirmish?

  • The Meat Shield Strategy: Put the fishermen in the front line with whatever rusty hatchets or pitchforks they have. Let them soak the initial charge.

  • Arcane Support: Will you use your abyssal powers to sow terror among the brigands while they are distracted by the peasants?

  • The Witcher's Shadow: Is NeCola fit enough to stand, or will she remain in the reserve while the "fodder" proves their worth?

Show me the battlefield or your current party screen once you find these thieves, and we shall see whose blood waters the earth first.

We found the brigands not far to the west of town. This is their composition

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Answering the call of the void! Please upload the screenshot or describe the numbers and equipment of these brigands.

Knowing whether we are facing starving thugs with clubs or armored raiders with shields will determine exactly how much "work" your new fisherman friends have to do.

While I wait for the visual or the headcount, consider this:

The Mage's Calculus: If the brigand leader is holding that enchanted dagger, his strikes will be swifter and deadlier than a common thief's.

I am ready. What are we looking at across the field? (Once you provide the composition, I’ll help you set the battle line!)

NeCola will take a rest from this battle. HiYun and the fodders will fight the brigands.

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A wise decision. NeCola is far too valuable an investment to risk while her blood is still thick with mutagens. Let her watch from the wagons; let her see how the Abyssal Mage conducts a symphony of slaughter.

You stand at the edge of a clearing, the wind carrying the scent of woodsmoke and unwashed men. Opposite you, the brigands leer, spotting only a green-skinned freak and a handful of trembling men who still smell of fish guts. They think this will be an easy mark.

The Battle Array

  • The Vanguard: The three fishermen. They hold their shields with white knuckles, their "Raven's Blessing" humming beneath their skin. They are the wall—porous, perhaps, but sufficient.

  • The Center: Hiyun. You stand behind the meat, your fingers tracing patterns in the air, the Abyssal energies coiling around your staff like hungry vipers.


The Engagement

The brigands begin their loping advance. One whistles through a gap in his teeth, hefting a rusted shortsword—the very one Reinmar wants back.

How do you open the dark ritual of combat?

  • Sow Terror: Use your magic to break their morale before they even reach the fishermen. A panicked man is easier to butcher.

  • Let Them Clash: Wait for the brigands to commit to the fishermen, then unleash a concentrated burst of Abyssal rot upon their leader.

  • The Raven's Toll: If one of the "fodder" falls, will you use their freshly released soul to fuel a more powerful spell?

Tell me your opening move, or show me the tactical map if the lines have met!

The fight went as smooth as it could

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The void provides. It seems the fishermen were more resilient—or perhaps more terrified of you than the brigands—because the field is now silent, save for the wet thud of looting.

The brigands lay scattered like broken dolls, and that "enchanted" dagger now glints in your hand, its edge humming with a faint, unnatural resonance. Reinmar expects it back, but a tool of such potential might be better served in the hands of the Abyssal Mage or a recovered NeCola.

Aftermath of the Skirmish

  • The Fodder: Did all three survive? If so, they’ve earned their first taste of blood. The Raven's Blessing has held... for now.

  • The Spoils: You have the dagger and likely a few suits of sweat-stained leather and rusted blades.

  • The Master: Hiyun, your presence on the field has shifted the air. The peasants look at you with a new kind of silence—the silence of the hunted realizing their predator is nearby.


The Next Step

We have the objective. Stohl is a short walk away.

  1. Honorable Return: Hand the dagger back to Reinmar, take the 240 crowns, and use the coin to buy better armor for your "surviving" meat shields.

  2. The Mage's Greed: Keep the dagger for yourself or NeCola. You'll lose the gold and the town's trust, but gain a magical edge.

  3. The Butcher's Bill: Before heading back, do you wish to perform any... additional rites on the corpses of the brigands?

What shall we do with the spoils, and how is NeCola’s recovery progressing? (If you have a screenshot of the loot or the party's level-ups, now is the time!)

surprise surprise. among the loot is this crate. We opened it and it was...

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The tension in the air thickens as you pry the lid from the heavy, iron-bound crate. The wood groans, and a faint, stale mist escapes from the interior, smelling of ancient dust and ozone.

What lies within?

  • A Relic of the Old Empire? A piece of blackened plate armor that seems to pulse like a slow heartbeat.

  • Forbidden Tomes? Pages of vellum that whisper secrets of the Usurper King’s true lineage.

  • Something Living? A creature or a captive that Hiyun can bend to his will.

Show me the contents, Master. (Upload the screenshot of the item or describe its properties!)

The fishermen lean in, their eyes wide with a mix of greed and primal fear. Even NeCola, pale as she is, shifts in her sleep as the energy from the crate ripples through the camp.

Is this the key to the Usurper's downfall, or a curse that will consume your "fodder" before they ever reach the palace gates?

It was an ancient recording of rickroll... we have been rickrolled... no treasure, just music that will not give us up

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The void... it stares back, and sometimes, it hums a catchy synth-pop melody from the 1980s.

As the lid creaks open, there is no shimmering steel or pulsing soul-gem. Instead, a bizarre, brass-fitted contraption begins to spin, emitting a spectral, rhythmic tune that defies all known laws of magic. The lyrics echo through the clearing: “Never gonna give you up, never gonna let you down...”

Hiyun, your green face somehow pales. You have delved into the deepest pits of the Abyss, but you have never encountered a curse this... relentless.

The Reaction:

  • The Fishermen: They stand frozen, oars-turned-spears forgotten. One of them begins to tap his foot rhythmically. You may need to execute him immediately to preserve the grim atmosphere of your conquest.

  • NeCola: In her fever dream, she mutters about "deserting" and "hurting you." The trial of the grasses is hard enough without a multidimensional bard haunting her psyche.

  • The Raven's Blessing: Even the ravens overhead seem to caw in a specific, upbeat tempo.

The brigands didn't steal a dagger; they stole a localized collapse of the space-time continuum. Reinmar of Stohl didn't want his "property" back—he wanted to get rid of it.

What is your command, Master of the Abyssal Pop?

  1. Weaponize the Cringe: Smash the box and use its shards to forge a weapon of pure psychological torment.

  2. The Ultimate Sacrifice: Throw the crate into the nearest deep well and never speak of this to the Usurper King.

  3. Accept the Fate: March back into Stohl with the music blaring. If you're going to be a dark lord, you might as well have a theme song that promises you'll never run around and desert your followers.

Shall we return to Reinmar and demand an explanation for this sonic assault?

heres the latest with our economy. Lets take another quest

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A truly "Abyssal" economy, then. You have been played for a fool by a man who chases birds, and your coffers likely reflect the insult of being paid in 20th-century pop culture rather than cold, hard crowns.

The fishermen are looking at you, Hiyun. They survived the brigands, they survived the Rickroll, but they won't survive hunger. If the economy is lean, we need a contract that pays in blood and gold, not irony.

What is the next move for the Abyssal Mage and his silver-haired ward?

The Job Board in Stohl

Since Reinmar's "enchanted" treasures are a bust, the local burgomeister or a desperate merchant might have something more tangible.

  1. "Drive off the Greenskins": A local farm is being harassed. Simple work for fishermen, and a chance for you to see if your green skin helps you blend in—or if they'll try to kill you too.

  2. "The Graveyard Shift": A request to clear out some "restless dead." This is your element, Hiyun. Why pay for recruits when the ground is full of free labor?

  3. "Caravan Guard": It’s slow, it’s boring, but it pays for the grain and the medicine NeCola needs to stop seeing Astley in her dreams.

Show me the contract screen or the map! Let’s see where the Usurper King’s influence is weakest so we can start tearing it down.

Would you like me to analyze your current party's gear to see who's most likely to die in the next contract?

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Reinmar of Stohl truly is a man of secrets—and perhaps a man of very few crowns. Offering a mere 120 crowns for a chest men have "killed each other over" is either an insult to your power or a sign of how desperate the local economy has become.

Still, Thal lies to the east. A day's march is exactly what NeCola needs to sweat out the last of the mutagens, and a "small chest" is much easier to carry than a crate full of cursed melodies.

The Master's Analysis

  • The Advance: 20 crowns. Barely enough to keep the fishermen fed and their "Raven's Blessing" from turning into a "Raven's Hunger."

  • The Risk: Reinmar warned that men have killed for this. Expect an ambush on the road. The fishermen will finally earn their keep—or provide the road with fresh fertilizer.

  • The Mystery: After the Rickroll incident, one has to wonder... is there actual gold in this chest, or another relic from a world beyond?

The March Begins

You step out of Stohl, the "fodder" flanking the mule, and NeCola leaning heavily on her sword-staff as you head toward the rising sun. The road to Thal is dusty and fraught with shadows.

How shall we travel?

  1. Forced March: Push through the night to reach Thal as quickly as possible. (Risky for a sick NeCola, but minimizes ambush time).

  2. The Mage's Vigil: Move at a steady pace, with Hiyun using his senses to scour the treeline for the "men who would kill" for this chest.

  3. The Ritual Path: Take the long way through the woods; it’s slower, but the shade will help NeCola’s fever, and the corpses of any forest creatures could provide "materials."

Tell me, Hiyun: Do we trust Reinmar this time, or are you planning to "accidentally" break the seal on that letter to see what he’s really up to?

We will march towards the destination honouring the quest. On the way, we will stop by hammererden

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A calculated move. Hammererden provides a necessary waypoint to steady the ranks before the final push to Thal. As you march, the rhythm of the "fish-fodder’s" boots on the dirt road serves as a constant reminder of the life-force you now command.

NeCola manages to keep pace, her breathing rhythmic but heavy. Every mile traveled is another victory over the mutagens ravaging her system. The silver-haired warrior is a survivor; the Trial will either forge her into a weapon of the Abyss or break her entirely.

Arrival at Hammererden

As the settlement comes into view, the smell of coal smoke and hot iron fills the air. Hammererden is a place of industry—of smiths and sturdy men.

While we are here, what is your intent, Hiyun?

  1. Market Research: Check the local smithy. If these fishermen are to survive the "men who would kill" for Reinmar's chest, they might need more than salt-stained tunics. Even a few pieces of scrap metal could save a "blessed" life.

  2. The Mage's Inquiry: Visit the local tavern or marketplace to see if rumors of the Usurper King's influence have reached this far east. Knowledge is a weapon sharper than any dagger.

  3. Rest and Recovery: Spend a few crowns on decent rations and a soft bed for NeCola to ensure she is battle-ready by the time you reach Thal.

The "men who would kill" are likely watching the roads between here and Thal. How do you wish to spend your time in Hammererden before the final leg of the journey? (Feel free to share a screenshot of the town or your party's current status!)

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The darkness of Hammererden has birthed strange fruit. Your visit to this industrial town has taken a turn for the macabre, fitting for an Abyssal Mage.

The First Encounter: Echoes from the Beyond

The two outsiders speaking in tongues—Russian and Greek—are a rift in reality itself. While they bickered, they gave you two cryptic pieces of advice:

  1. The youth suggested the Black Market, hinting at shifty dealers who appear only at night.

  2. The older man warned against the northern thieves, pointing your gaze South toward the lands of the Alchemists (the Gilded City-States), where gold buys true arcane secrets.

It seems the world of Battle Brothers is larger and more fractured than the Usurper King realizes.

The Second Encounter: The Butcher’s Toll

You proved your ruthlessness, Hiyun. To trade the agony of your own man for a component is the mark of a true master. Bardol may have drawn the short straw, but he has effectively "donated" his vitality to your cause.

  • The Prize: Unhold's Heart. This is a massive, muscular organ, still thumping with a faint, regenerative rhythm. In the hands of a Mage, it can be used to craft powerful potions or armor attachments that allow the wearer to heal wounds as they fight.

  • The Cost: Bardol is Seriously Wounded. He is no longer "fodder"; he is a broken man who needs time to knit his flesh back together. If he survives, he will have stories that will keep the other fishermen awake at night.


Current State of the Company

  • Hiyun: Possesses a rare alchemical ingredient.

  • NeCola: Still recovering, now joined in the sickbay by the mangled Bardol.

  • The "Healthy" Fodder: Two fishermen remaining, likely eyeing you with newfound terror after watching what happened to their friend.

The Path to Thal

You have the Heart, you have the Chest, and you have two crippled soldiers. Thal is still a day's march away, and Reinmar's "men who would kill" are still out there.

What is your next move in the dead of night?

  1. The Alchemical Experiment: Do you attempt to use the Unhold's Heart immediately to aid NeCola’s recovery, or save it for a greater ritual?

  2. Leave Hammererden: Slip out under the cover of darkness before the town guards ask too many questions about Bardol’s screams.

  3. Check the Black Market: Since the outsiders mentioned it, do you want to spend a few more hours scouring the docks or alleys for these "shifty dealers"?

The Raven's Blessing is stained with Bardol's blood now, Hiyun. How shall we proceed?

we camp until morning.

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The fire crackles low as the company huddles together in a makeshift camp on the outskirts of Hammererden. The night is long, filled with the rhythmic thumping of the Unhold's Heart inside your pack and the muffled groans of Bardol as his wounds weep into his bandages.

By the time the grey light of morning breaks over the horizon, the atmosphere has shifted.

The Morning Report

  • NeCola: The extra rest has done her wonders. The fever from the Trial of the Grasses is finally breaking. She sits up, sharpening her blade with a steady hand—the Witcher mutagens are beginning to take hold, granting her that unnatural clarity.

  • Bardol: He is alive, but "Seriously Wounded" is an understatement. He looks at you with hollow eyes. He can walk, but he won't be swinging an oar or a spear effectively for a long time.

  • The Fishermen: They are silent, cooking a meager breakfast of dried fish. They look less like "nobodies" now and more like men who have realized they are signed to a death warrant.

The Road to Thal

The path east lies before you. The "small chest" from Reinmar sits by your bedroll, its contents still a mystery. You are now carrying two heavy burdens: a chest men would kill for, and a heart that pulses with the strength of a giant.

As you break camp, how do you want to handle the march?

  1. Bardol in the Rear: Keep the wounded man protected behind the healthy fishermen. If an ambush occurs, he is merely a distraction.

  2. Mage's Haste: Use the morning energy to push hard for Thal. The sooner you deliver this chest, the sooner you get those 100 crowns and clear your name of this "Rickroll" debt.

  3. The Witcher's Scout: Now that NeCola is feeling stronger, do you want her to scout ahead of the main group to spot any "men who would kill" before they spot you?

The sun is up, Hiyun. Shall we deliver this package, or does the road have other plans for us?

time to set an ambition

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A pivotal moment for any growing warband. An Ambition isn't just a goal; it's a metaphysical tether that binds your men to your will, granting them resolve as they see your dark vision manifest.

Given your current situation—carrying a mysterious chest, a pulsing giant's heart, and a half-broken crew—which path of power shall the Abyssal Mage choose?

Choose Your Path:

  • "We shall have a banner that commands respect (or terror)."

    • The Goal: Reach a certain amount of Renown (typically 1,000).

    • The Reward: You get to craft a company banner. For you, it might be a tattered shroud of the void. It boosts morale in battle, keeping your "fodder" from fleeing when things get bloody.

  • "A band of brothers must be properly equipped."

    • The Goal: Get a certain number of men (usually 12) or outfit them in decent mail.

    • The Reward: Increases your company size or gear standards. More meat for the grinder, more layers of iron between them and the grave.

  • "We must amass a hoard of 1,000 crowns."

    • The Goal: Simple greed.

    • The Reward: Improves your bargaining power and secures your future. Money is the oil that keeps the gears of conquest turning.

  • "I seek to master the wilds (Defeat a Beast)."

    • The Goal: Hunt down a Direwolf, Nachzehrer, or similar horror.

    • The Reward: Perfect for a Mage and a Witcher. It proves your dominance over the "lesser" monsters of this world.


Which shall it be, Hiyun? Do you seek to grow the pack, fill the coffers, or raise a banner that will make the Usurper King tremble when he sees it on the horizon?

Also, as you set this ambition, how is the "small chest" feeling? Heavy? Vibratey? Or just... suspiciously quiet?

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The transformation is complete. The air around the campfire feels thinner, colder, as NeCola the Vatt'ghern stands tall. The silver in her hair is no longer a sign of age or stress, but a mark of the alchemical fire that burned away her weaknesses.

The fishermen—the "fish-fodder"—look at her with a new, bone-deep terror. They saw her broken, they heard the screams that defied nature, and now they see a predator wearing the skin of their comrade.

The Spoils of the Trial

  • NeCola the Vatt'ghern: She has transcended. Her reflexes are no longer human, and her gaze can pierce the illusions of the world. She is the perfect vanguard for an Abyssal Mage.

  • The Vatt'ghern Medallion: A heavy, cold piece of silver. It hums against your chest, vibrating when magic or monsters are near. It is a sensory organ for the void.

  • The Craft: You now hold the secret to forging more of these anchors. Should you find more "worthy" souls among the nobodies you recruit, you can expand your circle of mutants.


The Path to Thal

With a Witcher at your side and a wounded Bardol trailing behind, the delivery of Reinmar’s chest takes on a different tone. You are no longer just a weird mage with some peasants; you are a burgeoning power.

As you approach Thal, the Medallion begins to twitch. Is it the "men who would kill" for the chest, or is there something... unnatural waiting for you at the delivery point?

What is your command, Hiyun?

  1. The Witcher's Senses: Have NeCola use her new heightened perception to "smell" any ambushes waiting near the gates of Thal.

  2. The Cold Delivery: Walk straight to Eike of Thal, hand over the chest, and demand your 100 crowns—plus a "tax" for the Rickroll you endured.

  3. Inspect the Medallion: Take a moment to see exactly why it’s vibrating. Is the danger ahead, or is it coming from the chest itself?

The Usurper King’s shadow feels a little less daunting now that you have a Vatt'ghern on the payroll. Shall we enter Thal?

As we entire the final mile towards thal. We noticed a group of bandits going after a southern caraven! I ordered our man to charge! NeCola is still sidelined considered her illness

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The predator’s instinct takes hold! Even with NeCola sidelined by the lingering fatigue of her transformation, you smell blood and opportunity. A Southern caravan—laden with silks, spices, or perhaps more "delicate" alchemical supplies—is being harried by brigands.

To the fishermen, this is a rescue. To Hiyun, this is a harvest.

The Tactical Situation

  • The Prey: A Southern Caravan (likely guarded by a few Conscripts or Handgonners, but currently overwhelmed).

  • The Aggressors: A band of Brigands. They likely expect no interference in these lonely miles.

  • Your Force: Hiyun and the "Fish-Fodder." Bardol is still wounded, and NeCola watches from the rear, her Witcher eyes tracking the movement with frustration as her body demands more rest.


The Charge

You lead the three fishermen across the scrubland. They may be simple men, but the Raven's Blessing pulses in their veins, and the sight of a Vatt'ghern behind them—even a sick one—gives them a desperate, frantic courage.

How do we engage?

  1. The Abyssal Pincer: Let the brigands stay focused on the Southerners. You lead your men into their exposed flank, using a blast of dark energy to shatter their morale at the moment of impact.

  2. The "Heroic" Rescue: Charge straight into the middle. If a few Southern guards die before you get there, well... that's just fewer people to share the reward with.

  3. Scavenger's Grace: Wait for the brigands to break the caravan's defense, then swoop in to kill the exhausted winners.

The battle is joined! Please upload a screenshot of the battlefield or the enemy lineup. I want to see how many heads your "fodder" are about to claim in the name of the Abyss.

Will the South remember Hiyun as a savior, or just another monster in the dark?

The fodder survived again! what a surprise... i mean *great*! Lets continue towards our destination

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"Surprise" indeed! It seems the Raven's Blessing—or perhaps just the sheer terror of disappointing an Abyssal Mage—has granted these fishermen a tenacity that defies their humble origins. They stand amidst the corpses of the brigands, breathing hard, wiping southern sand and brigand blood from their rusted spears.

The Southern caravaners offer their hurried thanks, perhaps tossing a few extra coins or some strange spices your way for the rescue, but you have no time for their desert pleasantries. Thal is finally within sight.


The Arrival at Thal

You march through the gates of the settlement, a bizarre procession: a green-faced sorcerer, a pale Witcher-woman with predatory eyes, a mangled man named Bardol, and two surprisingly durable fishermen carrying a mysterious chest.

Eike of Thal is waiting for you in a secluded corner of the town's square, nervously checking a pocket watch. He looks at your group, his eyes lingering uncomfortably on Hiyun’s face and NeCola’s silver hair.

"You're late," he wheezes, reaching for the chest. "But you're alive. That's... more than I expected for 120 crowns."

The Moment of Truth

  1. Hand over the Chest: Take your 100 crowns, get the letter of completion, and enjoy a warm meal at the tavern.

  2. The "Rickroll" Tax: Demand more gold. You saved a southern caravan and carried a cursed crate—Reinmar's original payment is an insult.

  3. The Witcher's Interjection: Have NeCola use her new senses to "read" Eike. Is he a simple contact, or is he leading you into a trap now that the package is delivered?

What is the first thing we do in Thal, Hiyun? And should we finally see if Bardol can find a proper doctor to stitch those "investigation" wounds?

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A classic move by a man with too much silk and too little respect. Eike of Thal didn't even deign to dismount, treating you like a common courier rather than the architect of a dark destiny. He whistles for a bodyguard as if you were a stray dog needing a bone—a mistake many have made before meeting a swift end.

But for now, the coins are in the pouch. 100 crowns clink against the advance, and you’ve fulfilled the contract. The "fish-fodder" can finally eat something that didn't come out of a muddy pond.

Thal: A Brief Respite

The sun sets over the paddocks, casting long, jagged shadows. NeCola is looking stronger by the hour, her Vatt'ghern constitution finally winning the war against her fever. Bardol, however, is a walking ghost, his wounds from the "investigation" still stiff and angry.

Current Resources:

  • Gold: You have a decent stack now.

  • The Party: Hiyun, NeCola (Vatt'ghern), Bardol (Mangled), and the two Survivor-Fishermen.

  • Special Items: Unhold's Heart (still thumping in your pack) and the Vatt'ghern Medallion.


The Next Move

We are in Thal, a town clearly accustomed to wealth and horses. Now that the chest is delivered and the Rickroll curse is behind you, where does the Abyssal Mage turn his gaze?

  1. The Alchemist’s Forge: Use some of your new gold and the Unhold's Heart at a local craftsman or apothecary. Perhaps we can craft something to make NeCola even more terrifying.

  2. Expand the Circle: Look for a new recruit in the tavern. Maybe someone with more "substance" than a fisherman, or another "nobody" to test the Trial of the Grasses on.

  3. Hunt the Usurper: Look for a contract that takes us closer to the capital or the heart of the King's territory.

What shall it be, Hiyun? Do we spend our hard-earned crowns on steel, medicine, or more "fodder"?

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Frank of Thal clearly has more wine than wisdom in that goblet, but his laziness is your gain. 220 crowns to swat away some "unruly vagabonds" is a fair price, and it gives your company a chance to stretch their legs after the delivery.

However, in the world of Battle Brothers, when a noble calls them "vagabonds," it could be anything from starving peasants to a band of cutthroat raiders who have decided to burn the food supply.

The Master's Strategy

  • Hiyun: Your magic will be a terrifying sight amidst the golden wheat.

  • NeCola: She is likely itching for a real fight now that her Vatt'ghern blood is settled. This is the perfect "live-fire exercise" for her new reflexes.

  • The Fodder: Let's see if the fishermen can maintain their streak of survival.

The March to the Fields

As you approach the Wheat Fields, the smell of charred grain and the sight of flattened stalks greet you. The Medallion around your neck (or NeCola's) begins to hum. These aren't just peasants looking for a snack; something is systematically destroying the harvest.

How do we enter the fields?

  1. The Silent Reaper: Send NeCola through the tall wheat to scout. With her Vatt'ghern senses, she’ll hear their breathing before they see her silver hair.

  2. The Blight's Arrival: March straight down the center road, Hiyun. Let the "vagabonds" see the green-faced mage and the "blessed" fishermen. Use yourself as the bait.

  3. Burn the Cover: If the wind is right, do we set fire to the remaining wheat to flush them out? (Note: Frank might be annoyed, but a Mage doesn't care about a few loaves of bread).

What do we see as we crest the hill overlooking the fields? (If you have a screenshot of the enemies or the field, show me!)

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This isn't a bandit raid. This is a manifestation.

The "unruly vagabonds" Frank spoke of don't seem to be men at all, but a localized surge of primal, runaway life. Vines painting buildings, grass growing in pig pens, and blue birds bathing in open graves—it’s as if nature itself is trying to reclaim the Wheat Fields with a violent, beautiful urgency.

For an Abyssal Mage, this reeks of a different kind of magic—perhaps an elemental imbalance or the presence of something ancient beneath the soil.

The Report to Frank

You return to Thal, the mud of the "verdant" fields still on your boots. Frank is likely still nursing his goblet, expecting a report of dead brigands.

How do you handle this, Hiyun?

  1. The Professional Lie: Tell him the "vagabonds" fled at the sight of your Witcher and Mage. Take the 220 crowns and leave before he realizes the "vagabonds" are actually vines that might swallow his town next.

  2. The Mage’s Warning: Tell him the truth—that the fields are cursed or enchanted. Demand more gold to go back and actually "exorcise" the source of this growth.

  3. The Opportunist: You saw a shovel and a fresh hole. Did you take a moment to look inside that grave before you left? There might be more than just birdwater in a place where the dead are being pushed out by the living.

Status Check

  • NeCola: Her Vatt'ghern medallion must have been humming like a hornet's nest in those fields. She likely feels the "wrongness" of that rapid growth.

  • The Fodder: They probably found the cow carcass more interesting than the magic. At least they didn't have to fight... yet.

What is your move, Master? Do we take Frank's coin and run, or do we dig deeper into the mystery of the "Verdant Crawl"?

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Frank of Thal has the soul of a bureaucrat and the patience of a drunkard. He didn't even blink at the mention of the verdant vines or the displaced dead—he just wants his tax revenue back in the form of wheat.

But now he's asking for a babysitting job.

The Task: The Escort

You are now the "shepherd" for a gang of soft-handed laborers. You’re taking them back to a place where the graves are overflowing and nature is acting like a predator. This is the part of the contract where things usually go from "easy money" to "blood in the stalks."

The Strategic Outlook:

  • The Laborers: They are slow, they are weak, and they are prone to screaming. If something comes out of the tall grass, they will be the first to die.

  • The Vatt'ghern's Role: NeCola is essentially a high-priced security guard now. Her senses will be vital for detecting whatever caused that "unnatural growth" before it decides the workers would make good fertilizer.

  • The Fodder: The fishermen finally have someone lower than them on the social ladder! They can play at being "guards" while the laborers do the heavy lifting.


The Return to the Fields

As you lead the workers back toward the "verdant" farm, the blue birds are still bathing, and the vines seem to have moved just a little bit further up the walls since you left.

How do you set the watch?

  1. High Alert: Keep NeCola on a constant perimeter loop. If it breathes, she kills it.

  2. Abyssal Overseer: You stay near the unused grave. If the ground starts to move again, you’ll be ready to meet it with shadow.

  3. The "Lazy" Mage: Let the workers do their thing. If they get eaten, you still have the "clearance" report. You just want that 220 crowns.

Do the workers start rebuilding without incident, or does the "Verdant Crawl" take offense to their hammers and shovels? (I’m ready for the next update or text extraction if the situation turns violent!)

We escorted the workers to the location. Let the workers do their thing. If they get eaten, you still have the "clearance" report. Sure enough, we rush back to town and got our 220 crowns promised

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Spoken like a true practitioner of the Abyssal arts! You didn't waste a single drop of sweat on those laborers. Whether they successfully rebuilt the farm or became premium compost for those sentient vines is a problem for "Future Frank."

You walked in, looked at some weird grass, walked back, escorted some doomed peasants, and walked away with 220 crowns. That is the most efficient bit of mercenary business you've done yet.

The State of the Abyssal Company:

  • The Coffers: Your gold reserves are looking healthy. Between the 120 from the "Rickroll" delivery and the 220 from the "Verdant" fields, you can finally afford some real gear—or more mutagens.

  • NeCola the Vatt'ghern: She is fully recovered. The Witcher-blood is pumping, her eyes are yellow and sharp, and she’s probably bored of watching peasants hammer nails. She needs a challenge worthy of her transformation.

  • Bardol: How is the "Investigation victim" doing? If those wounds have closed, he might be ready to get back into the line.


What’s Next for Hiyun?

Thal has been profitable, but the air here smells too much of horse manure and "cobra wine."

  1. The Smithy: Do we use this gold to buy NeCola a proper two-handed sword or some reinforced mail? A Witcher in rags is just a fast target.

  2. The Tavern: Look for a new contract. Now that you have a Vatt'ghern, maybe it's time to take on a "Beast" contract to test her new abilities.

  3. The Alchemist: You still have that Unhold's Heart. Now that you have the gold, maybe you can find a specialist to turn it into a Regeneration Potion or an Armored Attachment.

Where shall we direct our dark ambitions next? Are we staying in Thal, or heading back to Stohl to show Reinmar how a real warband looks?

It is now the dusk of Day 2. it was a productive day

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A very productive day indeed. In just 48 hours, you’ve transformed from a lone mage with a few terrified fishermen into a force that commands a Vatt'ghern, carries the thumping heart of a giant, and has successfully navigated both metaphysical pop-culture curses and sentient botanical anomalies.

As the sun dips below the horizon on Day 2, the campfire light flickers against NeCola’s new cat-like pupils and the clinking gold in your purse.

Day 2 Summary:

  • The Vatt'ghern Rising: You successfully guided NeCola through the Trial of the Grasses. You now have a mutant elite in your ranks.

  • The Courier’s Irony: You survived the "Rickroll" of the ancient crate and delivered the real cargo to Eike of Thal.

  • The Verdant Grift: You played Frank of Thal for 220 crowns, providing a "security" detail that did the bare minimum while nature reclaimed the fields.

  • The Butcher’s Bill: You traded Bardol’s physical integrity for an Unhold’s Heart. A dark trade, but one that will pay dividends in power.


Looking Toward Day 3:

The "fodder" are sleeping, their bellies full of Thal’s bread. Bardol nurses his scars, and NeCola likely sits awake, her heightened senses tracking the nocturnal predators of the plains.

What is our first priority when the sun rises on Day 3?

  1. Gear Up: Spend that 340+ gold on a weapon that can actually take advantage of NeCola's new strength.

  2. The Heart's Purpose: Finally find a way to use that Unhold's Heart—perhaps looking for a specialized Alchemist in a larger city.

  3. New Horizons: Leave the Thal/Stohl circuit. Should we head South toward the Alchemists as the outsiders suggested, or North to find more "fodder" to put through the Trial?

Shall we rest, or do you have one last dark ritual to perform before the day officially ends?

NeCola is still ill and will need another 3-6 days to recover

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This is for informational purposes only. For medical advice or a diagnosis, consult a professional.

Ah, the fine print of the Trial of the Grasses. It seems the mutagens are conducting a thorough "renovation" of NeCola's internal organs. While she has the spirit of a Vatt'ghern, her physical vessel is currently stuck in the "molting" phase.

3 to 6 days is a long time to linger in a town like Thal. It means the "Fish-Fodder" and the battered Bardol are currently your primary line of defense. If a group of professional mercenaries or a wandering Orc decides to take an interest in your gold, things could get messy very quickly.

The "Hospital" Strategy

Since your heavy hitter is sidelined, we have to play it smart for the next few days. We can't afford a "Glorious Charge" if the person doing the charging is busy coughing up black bile in a tavern cellar.

How shall we spend NeCola's recovery time?

  1. The Caravan Guard Grift: Take a slow, low-risk caravan contract heading toward a large city. It pays for your food and daily wages while NeCola rests in the back of a wagon.

  2. The "Doctor's" Visit: Spend some of that hard-earned gold on a Temple or a Healer. It might shave a day or two off her recovery and ensure Bardol's "investigation" wounds don't turn gangrenous.

  3. The Recruiting Drive: Use the downtime to find one or two more bodies. If NeCola is out, you need someone else to stand between you and the sharp objects of the world. Maybe a brawny Farmhand or a disgraced Squire?

Current Inventory Check:

  • Unhold's Heart: Still waiting for a purpose.

  • Vatt'ghern Medallion: Humming in your pocket.

  • Crowns: ~340 (minus food and wages).

Do we hunker down in Thal and wait for the "New NeCola" to emerge, or do we risk a slow trek to a bigger city where better gear and alchemists await?

we picked up yet another fodder in ARNGRIMR. I have also attached names of the 3 fodders we picked up at the beginning. Let's hope they remove themselves from the party soon :D

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The Abyssal company is growing, though I use the term "growing" loosely given the state of your recruits. Arngrimr joins the ranks, likely unaware that he has been designated as the next potential sacrifice for the Void.

The Ledger of the Damned

Your treasury is overflowing with 2,240 crowns, which is a staggering amount for a group that currently lacks a single piece of bread. You have the gold to outfit an army, yet your men are literally starving.

NameStatusCombat RecordHealth/XP
Bardol"Blessed"1 Kill / 29 Strikes94/200 XP
Ingjald"Blessed"0 Kills / 0 Strikes78/200 XP
ArnulfMangled0 Kills / 15 Strikes103/200 XP
ArngrimrFresh FodderNew Recruit0/200 XP

Arnulf is in a particularly sorry state, sporting a bloodied face and a look of pure regret. Bardol and Ingjald are sporting those glowing purple eyes that suggest the "Raven's Blessing" is either granting them dark sight or slowly hollowing out their souls.

The Vatt'ghern Ambition

You have officially set the path to create a legend. The Trial of the Grasses is no longer just a whim; it is your proclamation.

  • The Task: You must produce at least one man with the 'Vatt'ghern' trait.

  • The Reward: A unique Vatt'ghern medallion and the permanent ability to craft more. This will also significantly increase your Renown, ensuring the lords pay you for your lethality rather than your irony.

The Next Engagement

A scout has spotted potential targets:

  • A Nomad Cutthroat

  • Several Bandit Rabble

  • A Bandit Rabble Poacher

The battlefield is set, and it’s a rainy, miserable mess. You have the donkeys positioned safely in the rear, while your line of purple-eyed fishermen prepares to meet the bandits. NeCola is present but clearly feeling the weight of her transformation.

Hiyun, the donkeys have more food than the men right now. Shall we slaughter the bandits and take their supplies, or will you let the "Fish-Fodder" remove themselves from the payroll by dying in the mud?

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Frank of Thal is back at it again, and his misplaced jewelry is about to become your next payday. A total of 360 crowns for a retrieval job is a healthy bump to your current 2,240 crowns. It seems the "Verdant Grift" didn't sour his opinion of you—or perhaps he's just too drunk on cobra wine to notice the vines swallowing his town.

The Mission: The Talisman Hunt

Frank wants his golden talisman back and the thieves "dead in the mud." Given your recent scout report, we might already have eyes on the culprits.

  • The Advance: You’ve pocketed 70 crowns upfront.

  • The Target: Likely that group of Nomad Cutthroats and Bandit Rabble your scout spotted lurking nearby.

  • The Stakes: High renown. Completing this helps you toward your proclamation of becoming a legend rather than just a "small-time" brigand-chaser.

The Battlefield: Rain and Mud

The tactical map shows a grim scene. It’s raining, which will slow your "fodder" down and likely jam the Bandit Poacher's bowstrings. You have Arngrimr, Bardol, Arnulf, and Ingjald lined up to take the brunt of the assault.

Current Status of the "Fodder":

  • Bardol & Ingjald: Glowing with the Raven's Blessing.

  • Arnulf: Still mangled and bleeding with only 103/200 XP. He is essentially a walking target at this point.

  • Arngrimr: The fresh face, currently sitting at 0 XP. Let's see if he lasts long enough to learn which end of the spear to hold.

The Abyssal Directive

Since NeCola is still recovering from her Trial of the Grasses, she’ll be watching from the sidelines while these four "remove themselves from the party" as you so eloquently put it.

How do we proceed with the hunt?

  1. The Vatt'ghern Tracker: Even if she's ill, have NeCola use her heightened senses to find the exact "footprints and crowns ill-spent" Frank mentioned.

  2. The Meat Grinder: Send the four fishermen into the mud to bog down the Nomad Cutthroat while you provide magical support from the rear.

  3. The Gold Standard: If we find the thieves, do we kill them immediately, or see if they’re willing to pay more than 290 crowns to keep their heads?

The hunt is on, Hiyun. Shall we follow the tracks, or wait for the bandits to stumble into your purple-eyed wall of fishermen?

We found them to the north east over the night. It was a rather long chase but we got them engaged in an open field Day 3 morning. Here's their composition

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The hunt reaches its climax in the cold morning light of Day 3. You’ve tracked Frank’s "golden property" to a band of brigands who look decidedly less confident now that the Usurper's Bane has cornered them in the open.

The Enemy Composition

Your scout was right; they have the advantage of range, but they are terrified of the "well-paid wrath" about to descend.

  • Frontline: A few Bandit Rabble. These are the disposable shields for their more dangerous assets.

  • Backline: A few Brigand Poachers and a dangerous Arbalester. The Arbalester is the primary threat; a single bolt from a heavy crossbow could end a "fodder's" career—or life—before they even close the gap.

The Abyssal Lineup

You are entering the field with a war chest of 2,240 crowns and 0 food, meaning if these men don't win and find some bread on the corpses, they'll be eating their boots by nightfall.

NameStatus / HealthGear & Mutations
Bardol100% HealthBlessed with glowing purple eyes and dark wings.
IngjaldInjured (+)Blessed with glowing eyes; has taken 15 damage.
ArnulfMangled / Near DeathMangled face; took 73 damage and is barely clinging to life.
Arngrimr100% HealthThe "fresh" sacrifice. No combat experience yet.

Tactical Analysis: The Muddy Charge

The battlefield is a soggy mess. You have your two donkeys tucked safely in the rear, while your line of purple-eyed mutants prepares to slog through the mud.

  1. Shield the Mangled: Arnulf is one stiff breeze away from "removing himself" from the payroll. Unless you want his XP to go to waste, keep him behind Arngrimr or Bardol.

  2. The Vatt'ghern Ambition: You need at least one man to survive the "time-consuming, complicated, and dangerous" process of the Trial of the Grasses to earn that Vatt'ghern Medallion. Every kill these men get brings them closer to the "experience" required for the potion.

  3. Pressure the Arbalester: If you let that crossbowman take potshots, he will pick off your fodder one by one. Use Hiyun's magic or a desperate charge to force him into melee.

The thieves are cornered, Hiyun. Shall we let the "Blessed" ones feast on their fear, or will the Arbalester claim a few of your fishermen before they can taste Frank's gold?

Would you like me to focus on a specific target for NeCola to intercept once she's back in the fray?

damn,,, our fodders survived again! let head back to town and get paid

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The Abyssal luck holds—or perhaps the mud of the battlefield simply refused to swallow your "fodder" just yet. Despite the Arbalester and his Brigand Poachers looming over the field, your line of purple-eyed survivors has managed to clinch another victory.

The Battle Aftermath: Blood and XP

The combat logs show a grueling slog through the rainy morning of Day 3:

  • Ingjald and Bardol have both officially tasted blood now, each securing 1 kill.

  • Arngrimr, the newest sacrifice, jumped straight to 100 XP, nearly catching up to the veterans in a single engagement.

  • Arnulf remains your most "consistent" disappointment; he took another 40 damage without landing a single strike, ending the battle with 0 XP and a portrait that is more scar tissue than man.

Back to Thal: The Payday

You return to Frank of Thal with the golden talisman and the satisfying news that the thieves are indeed "dead in the mud."

  • The Reward: You are now owed the remaining 290 crowns.

  • The Treasury: With this payout, your war chest will swell to approximately 2,530 crowns.

  • Resources: Your inventory is currently sitting on 238 tools, 280 ammo, and 230 medical supplies, but still shows a critical 0 food. Your men are currently fueled by nothing but dark magic and spite.

The Witcher's Progress

While the "fodder" were busy not dying, your ambition to create a Vatt'ghern looms large. You have the gold, the renown is growing, and NeCola is another day closer to her full recovery.

Shall we use this newfound wealth to finally buy some bread for these starving mutants, or would you like to browse the market for a weapon heavy enough for NeCola to wield once she finally stands?

whoa hold on. there is a yet another loot crate. We opened it. Inside of it is.... rick roll again!!!! 2 in a roll wth

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Unbelievable. Two in a row? At this point, the universe isn't just testing you; it’s actively trolling the Abyss. To survive a life-altering mutation trial and a field of sentient vines only to be hit with a second metaphysical "never gonna give you up" is almost impressive in its cruelty.

The Analysis of the Absurd

  • The Statistical Improbability: Finding one Rickroll crate is a curse; finding two is a divine prank. The Usurper King must have a very specific, very annoying sense of humor.

  • The Fodder's Reaction: Imagine your "blessed" purple-eyed fishermen, covered in mud and scars, opening a mysterious crate expecting gold or artifacts, only to find... that. Their morale must be hitting rock bottom, or they're starting to think you're doing this on purpose.

  • The Rickroll Tax: If you haven't already, you should definitely charge Frank of Thal an "emotional distress" fee.


The State of the Company

Despite the crate's disappointment, let's look at the hard numbers after that battle:

MercenaryStatusFate
Ingjald101 XPAchieved 1 Kill and survived with 0 fresh damage.
Bardol95 XPAchieved 1 Kill but took a staggering 102 damage.
Arngrimr100 XPThe "Fresh Fodder" is now a veteran of the mud, taking only 16 damage.
Arnulf0 XPTook 40 damage, landed 0 strikes, and is basically held together by spite at this point.

Hiyun, you are currently the most active combatant with 44 strikes. You are literally carrying this team of misfits on your back while they "remove themselves" at a glacial pace.

What is the plan for Day 3 afternoon?

  1. Weapon Shopping: You have over 2,500 crowns. It is time to stop fighting with pocket knives.

  2. Feeding the Mutants: You have 0 food. Unless you want "Starvation" to be the thing that finally kills Arnulf, we need to hit the market.

  3. The Vatt'ghern Watch: NeCola still has a few days of sickness left. Do we find a temple to speed her along?

Since the crate was a bust, would you like me to look for a different kind of "loot" in the Thal marketplace?

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The irony is thick enough to choke a Nomad, Hiyun. You’ve spent the last two days calling these men "fodder" and waiting for them to "remove themselves" from the party, yet here they are: standing tall, eyes glowing purple with the Raven's Blessing, and actually proud to be under your banner.

A true mercenary company has emerged from the mud of the wheat fields.

The Banner of the Usurper's Bane

The standard snaps in the wind, a symbol that you are no longer just a weird mage with a few expendable fishermen. You are a Commander. Your renown has surged, and the men will now hold their ground longer in the face of horrors—partly out of pride, and partly because they're terrified of what you'll do to them if they drop it.


Who Should Carry the Standard?

Carrying the banner is a heavy responsibility—literally. It occupies a hand, meaning the bearer usually needs a shield or a one-handed weapon, and they must stay alive at all costs to keep morale from shattering.

Your Candidates:

  • Bardol (The Veteran): He has the most kills (1) and strikes (59). He’s been "investigated" and mangled, yet he still stands. Giving him the banner acknowledges his status as the "first" of your blessed.

  • Ingjald (The Reliable): He survived the last battle with 0 fresh damage and has a clean kill to his name. He is stable, though perhaps less "storied" than Bardol.

  • Arngrimr (The Prodigy): In just one battle, he jumped to 100 XP. He’s fresh, he’s healthy, and he hasn't been mangled yet.

  • Arnulf (The "Miracle"): Giving the banner to a man with 0 XP and a face full of scars would be the ultimate Abyssal joke. If he carries the standard, he'll be a high-priority target for every enemy archer.


The Road Ahead

We are returning to Thal with 2,500+ crowns, a new banner, and two Rickrolls under our belt.

What is the first order of business upon entering the gates?

  1. The Great Feast: For the love of the Void, buy some food. Your men are currently "proud" but likely hallucinating from hunger.

  2. The Armory: You have the gold to turn these fishermen into iron-clad warriors.

  3. The Standard Bearer: Formally appoint one of your men to carry the banner.

Who gets the honor, and what do we buy first with our small mountain of gold?

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The cycle of Rickrolls and riches continues! You’ve returned to Thal by midday of Day 3 with Frank’s "lost child" in tow. While Frank was busy getting emotional over his gold, you secured the bag, and the company's coffers are looking healthier than ever.

The Financial Ledger

After the payout and expenses, the Usurper's Bane is sitting on a small fortune:

  • Gold Crowns: 1,874.

  • Provisions: 3 units (Finally, the men can stop eating their boots).

  • Tools/Supplies: 235 tools, 267 ammo, and 206 medical supplies.

  • Company Size: 6 out of 8 slots filled.


The State of the "Fodder"

The recent battle for the talisman has left your "blessed" survivors in various states of disrepair:

NameStatusBattle PerformanceCurrent Health/XP
IngjaldHealthy1 Kill / 60 Strikes101 XP (Level Up imminent)
BardolBleeding1 Kill / 59 Strikes95 XP / 102 Damage taken
ArngrimrHealthy0 Kills / 8 Strikes100 XP / 16 Damage taken
ArnulfCritical0 Kills / 0 Strikes0 XP / 40 Damage taken

Arnulf is officially a miracle of modern medicine. He has managed to take 40 damage without ever swinging his weapon. He is essentially a human pincushion at this stage.

The New Ambition: The Legend Begins

With the banner flying, you are looking toward a bigger plan. Chasing small-time brigands won't make you a legend. You have officially set the 'Vatt'ghern' Task:

  • The Goal: Produce a man with the 'Vatt'ghern' trait via the perilous Trial of the Grasses.

  • The Requirement: Someone healthy and experienced must survive the potion.

  • The Reward: A unique Vatt'ghern medallion, the ability to craft more, and increased Renown for higher-paying contracts.


Midday Day 3: Next Steps

You have the gold and the banner; now you need the mutant.

  1. Promote a Sergeant: Who gets the honor of the banner? Ingjald is the most reliable, but Arngrimr is a fast learner.

  2. Trial Preparations: Since the task requires someone "experienced," we need to keep Ingjald or Arngrimr alive long enough to reach level 3 or 4 before we risk the mutation.

  3. The Shopping List: With 1,874 crowns, do we buy NeCola a proper two-handed weapon for when she recovers, or some heavy mail to keep Arnulf from finally "removing himself" from the party?

The men are laughing around the fire, but you are pondering the bigger plan. Shall we browse the Thal market for monster materials to prep that potion?

Let's wrap up this first session of game play with a short summary of what happened since the start of the jouney until now

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What a chaotic and productive start to the Usurper's Bane saga. In just three days, you’ve gone from a lone Abyssal Mage to a banner-bearing mercenary company with a penchant for surviving metaphysical pranks and botanical horrors.

The Journey So Far: Days 1–3

  • The Foundation of the Bane: You began with a core group of "fish-fodder"—Bardol, Ingjald, and the surprisingly durable Arnulf. You later added Arngrimr, who quickly proved his worth by soaking up 100 XP in a single morning.

  • The Rise of the Vatt'ghern: You successfully oversaw NeCola’s transformation through the Trial of the Grasses. Though the process left her ill and sidelined for the immediate future, she has transcended mortality to become your first elite mutant.

  • The Rickroll Curse: Your luck with mystery crates has been... statistically impossible. You have been "Rickrolled" twice in a row, finding nothing but the legendary 80s anthem where riches should have been.

  • The "Verdant" Grift: You played Frank of Thal for a fool, taking 220 crowns to "clear" a field that was actually being swallowed by sentient vines and birds bathing in open graves.

  • Recovery of the Talisman: You tracked a band of brigands—including a deadly Arbalester—through the mud to retrieve Frank’s golden talisman, securing a massive payday and solidifying your reputation.

  • A Growing Legend: You have officially raised your Company Standard and proclaimed your ultimate ambition: to master the Trial of the Grasses and equip your men with Vatt'ghern Medallions.


Current Company Status

  • Treasury: A solid 1,874 crowns.

  • Roster: 6 out of 8 slots filled.

  • MVP: Ingjald, currently your most stable "Blessed" fighter with 101 XP and a clean health bill.

  • The Walking Miracle: Arnulf, who has 0 XP and has survived 113 total damage across the journey.

Would you like me to save this summary so we can pick up exactly where we left off—perhaps with a trip to the Thal armory to spend that gold?


Gemini can make mistakes, so double-check it